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Optimization Ideas to pack a 3D isometric map with seamless continuous world

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I have an idea to write a 3d (in sense of having also altitude) "isometric"  game. It will probably be drawn using 2D graphics giving an illusion of 3D (like diablo 2).

The main goal will be able to move over the surface (X,Y) and also dive into ruins, caverns and climb mountains and go over towers. Similar to Fallout 2 (where you can go up and down).

Of course there are some issues, for example since is "2d"  iteration between actors located in different levels (like someone over a tower shooting in someone on floor), would occurs as the distance where the projection (ignoring the Z coordinate).

The second issue is how to address this data, my idea was to create small map "cubes",  taking like 5 times  screen in (X,Y) direction and 7 floors and everytime the players will have 27 small maps loaded in memory (the one he is) + 8 around it, 9 above and 9 below. (imagine a 3x3 cube). The full map can take hundreds of cubes and they will dynamically loaded based on player position.

The player only simulates its own line of sight everything out of it is out of simulation and the server takes care of it.

What do you think about these ideas? Should I go with a full 3d collision and make things more "realistic?"

What about the map memory allocation, I thought to go in chunks to avoid too much file reading.


You can see more details here.

Edited by igormorgado
more info added

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... did you have a question, other than "is 3D collision detection more realistic?" Because that question doesn't make sense in the context of what you've said.

You seem to have laid out a series of assumptions and design decisions, about some kind of tile-based system, without any description of what you are trying to achieve, so no; we can't comment on a design in a vacuum. We need context, and I think you do too. Otherwise, this is all just rambling, with no reason to ever conclude.

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